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saddle

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  1. I understand how the Inheriting works now, thanks for giving that sample to me. Done a lot of mission making, customizing and troubleshooting in arma .. but I think this is the first time I am going through classes and defines. Usually scripts does not have them. I have found no results for BIS_fnc_holdActionAdd so I will keep looking see if I can find the search action EDIT 2: Been trying several programs now that can find text inside many files, and I have searched for other results such as Search or Space but with no results. Been spending more time trying to redefine the classes but no results, it becomes the exact same result every single time. Picture 2. You'll have to find the script that adds the second action. Been manually going through lots of files for over an hour now, not managed to find any hint at all yet Two files has been the most prominent so far: (already tried renaming the classes in them to remove errors, but it does not solve the issue) GREUH_interface.hpp standard_controls.hpp
  2. Thanks 7erra, it is all a little complex for me but i will try and work it out on my own! EDIT 2: I have managed to define it back and resolved all errors. However, the results are still the same. The search is in Picture 2 and not working like it should in Picture 1. There must be defines/classes in the Liberation files somewhere that breaks or changes the script defines/classes? All script files work entirely on their own in a sample mission, but when I bring it into the Liberation files, this happens EDIT 3: There are two different search functions defined(?) at the same time showing in scroll wheel options. The search that is bound to Space is not supposed to be there, the other is the loot script Searching with Space option is the one that occur in Picture 2.
  3. It is what I am trying to figure out right now. So far despite all the renamings it gives the exact same results ... I will spend some more time looking at it.
  4. Cheers. Very interesting. I had no idea it made such a difference with order like that. It just revealed this path to me so I will be taking a look and see what I can do. GREUH_Interface.hpp EDIT 2: I am adding a simple number to the 'already defined' classes and hope this is an okay thing to do EDIT 3: I have located all the files and classes that was duplicated in classes (members already defined). Tested adding a number 1 after each class the editor was complaining about until the errors were all resolved. However, sadly I am still getting the same results as in Picture 2, and not the correct results in Picture 1. So I am screwing around with the classes and renaming different ones to see the results. This is the classes that I want active, it gives the correct loading bar when you hit to interact with an item. LARs_lootUI.hpp I keep managing to resolve the duplicate classes in different orders, but nothing else changes same result in Picture 2.
  5. Hello everyone, and thank you for taking the time. 🙂 So I have managed to entangle myself in a little issue as I am working on customizing a Liberation mission. I added a script and system called LARs_searchLoot and it is exactly what I was looking for! It allows the player to interact with whatever object/class is in world, and you can loot it and have a chance to find items. Tested on the sample template mission and it is running fine on it's own, no issues or errors. Picture 1 sample mission: https://i.gyazo.com/c3233738c48e4aa5664630c66bf448df.jpg As I am customizing my Liberation mission, I simply transfer the script files and the code in the Description.SQM into the Liberation mission and I start having issues there. I was greeted with this issue, and for the last two days I have tried hard to troubleshoot and resolve it. I have looked all around with google and been unable to resolve my issue yet. With this error, compared to the sample mission which works fine on it's own, looting and searching does not function properly and the spyglass process is replaced on the Space bar action which is not correct. Picture 2: https://i.gyazo.com/baa7f3ed9cfbbabb210693836168c96e.png - I tried to rename the classes and managed to resolve the errors once, so they would not duplicate, but when I did Picture 2 was working - and not Picture 1 which is intended and how it is supposed to be. Anyone has any insight or feedback regarding this it is much appreciated Description file The baseDefines.hpp file in the (loot mod, not liberation)
  6. That looks right! This is for players though I think and not AI not sure if I should use a trigger for this or a script 🙂 did not manage to figure anything out yet
  7. Excellent feedback I will try these! 🙂 Cheers https://i.gyazo.com/90ba5fdfd80ada05b00d64c391d20645.png One faction attacks another, even if they are on the same side. I want them to be allies. EDIT 1: I am digging deeper into this, apparently it could be related to the rating of the units spawned by the mod? That they are hostile to everyone because "their rating is -2000" https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Rating_Values Still doing some testing EDIT2: Trying to work out a script where I can set the rating of all (specific unit names) to a specific value of rating, and have that script on repeat. In theory this should allow that, during a zeus session, any units that are continuesly spawned in those unit names, should all have that same rating right?
  8. Hello everyone, and thank you for taking the time. So in the title of this post is essentially to where I am getting at and what I am trying to figure out; lets say I have two different mods that spawn different units, on the same faction side (west, east ect.) but one mod's units attack the other mod's units, even if they are both on the same faction when spawned through eden editor, script or module. It is like the individual mod is hostile to -all- including it's own faction side. I have not managed to work out a code, or if there is already one out there, that for instance in mission scripting enforce a type of unit to be non-hostile towards it's own faction side, and at all times even when spawned in new units of the same type. I assume that code would need to be repeated or something for it to be permanent. If anyone has any insight or would like to help it means a lot! 🙂
  9. Thanks pSiKO 🙂 thanks for making this comp of interesting features and code for the gamemode
  10. I have them 🙂 It is supposed to initialize several things at the start, but it only initializes one or two, then stops. EDIT 2: It seems to be working now? There might have been something strange like corrupted files going on ... how I solved it was to use the .bat file in the Build folder, to rebuild all the PBOs. All of a sudden, it launches.
  11. Thanks for the response. I still have the same issue even after trying your tip. The screen is stuck in loading, and it is as if only the first or the first two Inits load and then it stops or fails, resulting in an infinite Loading screen. No matter the map I try to run it on, with and without mods.
  12. I am an experienced mission maker / editor and have tried many different solutions, none which worked so far. When I launch the missions, they get stuck with the intro music playing and an infinite "loading" screen. https://i.gyazo.com/c1da140da9e2ebc5061260720ec837d1.png 12:44:02 [CBA] (xeh) INFO: [5998,83.195,0] PreInit started. v3.15.6.211004 12:44:02 [CBA] (xeh) WARNING: One or more children of class CAManBase do not support Extended Event Handlers. Fall back to loop. 12:44:02 [CBA] (settings) INFO: Reading settings from settings file. 12:44:02 [CBA] (settings) INFO: Finished reading settings from settings file. 12:44:02 [CBA] (xeh) INFO: [5998,83.335,0] PreInit finished. 12:44:04 PortableHelipadLight_01_blue_F: light_1_blinking - unknown animation source MarkerLight (defined in AnimationSources::Light_1_source) 12:44:04 PortableHelipadLight_01_blue_F: light_1_blinking - unknown animation source MarkerLight (defined in AnimationSources::Light_1_source) 12:44:04 PortableHelipadLight_01_blue_F: light_1_blinking - unknown animation source MarkerLight (defined in AnimationSources::Light_1_source) 12:44:04 PortableHelipadLight_01_blue_F: light_1_blinking - unknown animation source MarkerLight (defined in AnimationSources::Light_1_source) 12:44:05 c:\bis\source\stable\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! 12:44:25 "--- Liberation RX by pSiKO ---" 12:44:25 "Build date: 08/10/2021" 12:44:25 "--- Init start ---" 12:44:25 Mission id: 2009ea5341c6f2be9aa622a3ea1dff865c18f231 12:44:25 Loading movesType CfgMovesDog_F 12:44:25 Reading cached action map data 12:44:26 soldier[B_soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 12:44:26 soldier[B_soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 12:44:26 soldier[B_HeavyGunner_F]:Some of magazines weren't stored in soldier Vest or Uniform? 12:44:26 soldier[B_diver_F]:Some of magazines weren't stored in soldier Vest or Uniform? 12:44:26 soldier[B_soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 12:44:26 soldier[B_soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 12:44:26 soldier[B_soldier_AT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 12:44:26 soldier[B_soldier_AT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 12:44:26 soldier[B_soldier_PG_F]:Some of magazines weren't stored in soldier Vest or Uniform? 12:44:26 soldier[B_soldier_PG_F]:Some of magazines weren't stored in soldier Vest or Uniform? 12:44:26 "--- LRX World: Stratis - Auto-Name failed for marker: military10_4" 12:44:26 "--- Init stop ---" 12:44:26 "--- Client Init start ---" 12:44:26 "--- Server Init start ---" 12:55:29 Shutdown normally EDIT 3: After more testing, it works when I run the subscribed Liberation RX on the workshop. But if I am trying to run it through the editor, without making any changes, the infinite loading screen issue remains. Extracting the mission to Multiplayer without making any changes, also does not work. I have tried to run it with and without mods, makes no difference.
  13. Hello all, and thank you for taking the time. I have been looking around plenty on the forums and on threads about scripts and mods, there are a lot of nice content out there - all similar to what I am looking for to some extent, but not fully. This is why I wanted to create a thread and throw my question out there, as I am looking for something like a script with specific functions; I am making something like a cops and robbers mission for my friends to enjoy on MP and dedicated server, one side will be police and one side will be bad guys. Wondering if there is a script out there that when a police is in close proximity to one of the bad guys, it plays a surrender animation on the bad guy, as if the person has been grabbed and caught after trying to run away or get away from the police! Cheers, saddle
  14. The issue has now suddenly been resolved after I looked into your latest post. But the solution came from somewhere I did not expect ... I spoke to the server host and asked if they could move all the content over to a new machine, which they did, and ever since - all the issues on lag has completely disappeared. Now the server is running fault free and with no lag. So this has had to be on their end. It is nice to have the issues solved, but a little frustrating trying to fix this for over two weeks if the problem the whole time has been the hardware on their end. Regardless, I am eternally grateful for the support you have given me Gunter. Cheers to you.
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